Mechanics thread

When calculating an item's level requirements based on 80% of the level of the modifiers, how is the rounding done? As usual? Strictly up? Strictly down?

32*.8=25.6, 25 or 26?
33*.8=26.4, 26 or 27?
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Silty wrote:
When calculating an item's level requirements based on 80% of the level of the modifiers, how is the rounding done? As usual? Strictly up? Strictly down?

32*.8=25.6, 25 or 26?
33*.8=26.4, 26 or 27?

I have no idea, but you could deduce this by keeping a close eye on the requirements of items you find.


edit: looks like it rounds down always.

Level 44 "Virile" prefix results in level 35 requirement. 44 x 0.8 = 35.2
Level 22 "of the Bear" suffix results in level 17 requirement. 22 x 0.8 = 17.6

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Last edited by Malice#2426 on Apr 21, 2012, 2:57:47 PM
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Anyone knows the max %increased defense on hybrid armours ?

They are not listed in the idem data section.
Perhaps the maintainer of this thread could incorporate the AoE details posted by a dev at http://www.pathofexile.com/forum/view-thread/28339/page/2 please?

-Robin
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rlpowell wrote:
Perhaps the maintainer of this thread could incorporate the AoE details posted by a dev at http://www.pathofexile.com/forum/view-thread/28339/page/2 please?

-Robin


^
Regarding Item Drop rates,

I was trying to farm Merviel(SP) a bit on Cruel, and after killing her the first 2 times, the chest started to drop less and less, no scrolls nada, just like 6-7 whites, I was lv 34 at the time and its a lv 32 zone.

I was wondering if there is a penalty for having multiple isntances open?
Does the passive skill "Blast Radius" increase the area of effect of both attacks and aura's?
Life is pleasant. Death is peaceful. It's the transition that's troublesome.

Hardcore to the bone.
The mechanics thread has very little information on the actual mechanics of Stun.

"
Blocking
Blocking an attack prevents all damage and other harmful effects from the attack. Usually, only attacks and attack skills can be blocked, but there are some passive skills that allow you to block spells.

When an attack is blocked, the game first calculates if the attack would have caused a stun were it not blocked. If it would have caused a stun, the blocking animation is played, stunning you briefly. If it would not have caused a stun, then you get a "free" block with no animation. Faster Block and Stun Recovery and Increased Block Recovery modifiers reduce the length of the blocking animation.


According to the above qutoed paragraphs "Faster Block and Stun Recovery" and "Increased Block Recovery" would be less useful if you did not get stunned much. But there is nothing about the conditions under which one does get stunned so it is hard to determine their actual usefulness.

Unless of course I've missed some glaringly obvious literiture on the subject.
99% of suggested changes would make the game easier. Thats why only 1% of suggested ideas are even worth considering.
A broad explanation of stun: if damage you deal exceeds a certain threshold/% of the targets HP, the target gets stunned. It is not clear, to me at least, exactly what the threshold is but you can be pretty sure that if you do something like the majority of their health that the target will get stunned.
IGN: Cadenza - Account Name
SheHulkPoRN - Critical Staff Sweep
ExquisiteVaginalPoker - 1h Axe/Shield Cyclone (Bringer of Rain)
LollipopCamelTOE - 2H Axe Cyclone
(Closed Beta since August 4th, 2011)
Is the replenish rate of mana flasks affected by passive mana regeneration skills ?

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